Feedback after 100 hours
Everyone read point #1 and give your opinion, can skim the rest!
- Hitting a wall in-air should REDIRECT YOUR VELOCITY. I think this is an issue many people are noticing but not articulating and simply saying "it feels slow" but that isn't the issue. See if this feels like it's a more accurate description from your experience: when you hit a wall to wallrun, it feels like you lose all of your speed 'into' the wall, and then you gain speed from wallrunning***.*** I think if people haven't tried/tested both ways they won't pinpoint this although will feel it, but instead of the speed 'toward the wall' being glanced away into the parallel-with-wall direction, it is lost, then you regain speed from wallrunning, and it feels disjointed and like a slowdown. Increasing the wallrun speed will make this worse not better. It should feel more like you're landing and slipping on the wall where you retain your speed fully just in a new direction, at least for high angles (it has to reduce/stop at some point otherwise if you run into a wall straight on you will randomly go full speed left or right). I've got the distinction in a project of my own where I can just toggle it on/off if anyone wants to see a video to understand what I mean/how it would look.
- Whichever paint came last should take priority, this seems to make sense with the point of the paint. EG speed paint should overrule the sticky paint if it's placed after. Gives counters to the sticky/explosive.
- Add reload cancelling, ability to quickswitch weapon without delay will feel a lot better than the delay (still have the fire delay so you can't use it to cycle a weapon faster).
- Don't have grappling cancel reload, it just feels annoying/bad to use grappling in fights. It makes you almost avoid using it because it's better to just hide and reload like it's a tacfps. Encourage the movement where people are grappling themselves out of danger whilst reloading.
- Client authority on throwing the ball for ~100ms after death. You should add some leeway to throwing the ball when they've died to compensate for ping. Dying blocks the throw but clientside it feels like you threw it in time. This is a great change to make because it is self balancing (applies to both teams) but feels good for one player (the thrower) avoiding a lot of frustration/annoyance, and is imperceptible for the opponent (it just looks like they threw it in time). So it feels better all round without affecting balance or annoying anyone.
- Loadout change if you're in spawn/haven't moved. Always feels like you have +1 round of the old loadout before it changes.
- GRAPPLE THE BALL. Let people grapple it where it'll pull it towards them. When it awkwardly falls off the map, it would be good if you could sometimes (in rare cases) save it. Also, when it's just sitting around on the floor or stuck in some inaccessible spot you should be able to grapple it up. Also would be cool to see intercepts where people grapple it out of the air. Will be rare/difficult, but cool when it happens. Think how it'd look in a trailer. Edit: make this only within regular grapple range, so that with extended you can't just slurp up the ball when it spawns from across the map
- 'Accessibility' option for: hold to shoot (for single shot weapons, rather than repeatedly clicking), and hold to grapple (annoying having to double press to toggle it on/off).
- TDM scorelimit increase. Feels like it should be more like 150 rather than 75.
- Reward the TIME in intel, not just whoever touched it for the last millisecond. Looks like you're not contributing at all from the scoreboard perspective unless you hold it at the end. Maybe do time (so 30 max points) plus 10 points for holding it at the end.
- The icon for the charged paint should have the orange background. Currently it looks like you DON'T have it charged. Whilst it's charging, it's increasing the orange background, then when fully ready it disappears and looks like it's been spent. The subtle colour change in the white of the icon is way less obvious from a glance than the orange bg.
- A weapon with really low damage and high firerate, no recoil/spread (like an LG) would be good for AFPS players & "aimer" types. (also still want a rocket launcher).
- There's an easy cheat/exploit available, I've DM'd the 1047games acc on here in case you haven't seen. Don't want to mention it publicly because it's very easy to do.
These are the main things that I've thought whilst playing that haven't been mentioned much. There's obviously higher priority things but you don't need extra people telling you to make the mechs more fun or bigger levels.
Upload speedrun: 1minute 9 seconds. 12(!!) points. 0 deaths.
(sorry for 2nd post in the last day but just got this run)
Think I get a bonus for scoring 12/11. Your move u/imp_halflife
Maybe those pipes through to the cap point should be removed, or made wider so that you can get shot from wider angles. Once you're in there you're basically invincible until you come out the other end unless someone is directly behind you or sat waiting.
Speedrun: 'upload' mode, 11 caps, 2min18sec
Any challengers?
Devs, please consider this for aim assist:
Aim assist is necessary for it to be cross-platform. An unfortunate truth for MnK players. But I think what we hate about it and what controller players want from it aren't the same thing.
Make the aim assist as strong as people want it to be, but make it human-like. Specifically; make EVERYTHING the aim assist sees be delayed by ~150ms, and it aims at a predicted target from it's outdated information. From this alone you get human style reaction times, overpredictions, slower responses to movement changes (eg. not perfectly tracking them up and down if they jump) - but for a linear or ballistically moving target they get good tracking. Predict their movement with some degree of intelligence, EG consider things like the collision with the environment stopping the player's movement, basically run it through the same movement logic of 'what would happen if they continue with the same input' including sliding them along walls and so on.
Alongside this, make the aim have acceleration/deceleration which makes it appear more natural. This is where the "any strength they want" comes into play. They can exaggerate the strength of the pull, but they're exaggerating the "human-ness" too. So they are overshooting targets more in order to aim faster. At a certain point, they would not want to just max out this value because it would start to degrade their aim, it would be more a personal preference thing based on their own natural aim.
With just these two things, you can have aim assist that FEELS really strong, fast, and responsive, but actually isn't inhumanly overpowered.
The worst thing about aim assist is seeing it kick-in before the player actually responds. I notice this a lot in killcams where you see their aim jerk onto you then their actual response on top 200ms later. Or where it looks like it's perfectly tracking unpredictable movements up and down. Or coming to a perfect stop on the player.
I've wanted to make a video on this topic for a long time but haven't gotten around to it, but I do have some implementation of this for an NPC/"aimbot" in Unreal Engine where it's entirely doing the aiming but in a way that roughly approximates how a player would aim if you'd like to see. And I think taking some of those same type of elements but layering it with their actual input would keep everyone happy, whilst avoiding the "look at how strong the aim assist is" video's that are likely to come up.
Made a mock-up of an interface for script editing, for something that could be used to bridge the gap between visual scripting and verse once blueprint goes away. (full video link in body)
EMPULSE - Playing the objective
Had a lot of fun in the demo, I think this is how the game's meant to be played/where it shines. Most people seem to be walking around on the ground shooting each other. Treating it more like a movement & objective game like rocket league makes it a lot of fun.
Add faster grapple & a quake 3 style rocket launcher and I'll play nothing else
Some suggestions/changes based on the beta:
#1 Make the pickup radius for the ball WAY more forgiving. It is so awkward to pick up where you have to practically go stationary to have any chance of grabbing it. You want it to just be seamless where you can slide past it and grab it and continue onwards. And exaggerate this even more when the ball is in-air. Then you get more intercepts, and the ability to catch it as it's falling from someone who died. It should also fall with the velocity of the person carrying it if they die (although lowered, so maybe half their velocity). So that if you're chasing them, and they die, it's mostly following their trajectory (and therefore, yours) but slower so you catch up to it before it has fallen too far down.
#2 The grapple feels like it's slowing you down a lot of the time. It should give you some initial speed/pull towards the grapple point. Or at least up until a certain point. So if you're already going at a high speed it doesn't give you any boost, but if you're at a lowish speed (in the direction of the grapple) it will give you a pull.
#3 Give the grapple a "hold" option. Where you can hold it down then let go of the same key to ungrapple.
#4 In "intel" mode, instead of awarding people's captures on the scoreboard, award their TIME. It should encourage people to throw it when they're about to die and so on, not just try to hold it to the very last second. More throwing it around = more fun/more sport like. Currently someone can hold it for 29 seconds and get nothing, then someone picks it up for 1 second and gets the cap.
#5 A projectile weapon (rocket launcher type of thing). Splash damage + boost for rocket jumping like Quake. Direct hit would be a kill, but obviously with travel time to account for that would be very difficult long range. Seems like it should slot perfectly in and serve a unique role without being overpowered nor useless.
#6 A variation on the jetpack: instead of holding down jump to fly, have one where you hold down to charge up a directional boost. So you can hold it to the full timelength and get a really fast forward boost in the direction you're facing, or tap it to get short distance forward boosts. This would lead to interesting movement/verticality for reaching people in the air and interesting pathing through the level where you can be charging the boost whilst moving around then release it at opportune times.
#7 Don't have your teammate controlled mechs collide with you. Ideally even the enemy ones. Or make it way more unlikely (eg. just small thin collision around their legs). Currently it feels like they're just a solid block you can't pass. It would be way cooler if you could be sliding between their feet and grappling up from underneath the mech and so on. It just feels like a big block of awkwardness right now. And player<>player interaction on a network never good, feels glitchy/warpy when it does positional corrections, so minimizing this would help.
#8 Inverted speed paint for enemies. I think the speed paint stuff should have an option/upgrade/perk where it inverts the effect for enemies who cross through it. Where you'd see "safe" paint in the normal colour, but paint that is inverted would be some other colour or material to represent that it's an enemies' inverted one. So for example, if you lay down speed paint under you as someone is chasing and they pass through it it would slow them down. Adds more interest where they'd have to actively dodge the paint and allows you to place it more strategically as area denial/path denial.
#9 Show the killfeed when you're dead, annoyingly you can't see who killed you or with what at the one time that you want to see it. A killcam option would be handy too. And another UI thing which I presume is already planned: the radar should have some overview image/outline of the map or whatever.
#10 A solid demo (replay) system. This one is critical/huge. POV demo recording locally, where you can press a key to save bookmarks/key moments to skip to in the demo later so you can clip it. The game will succeed on people sharing cool clips and compilations, as it is a flashy looking game in terms of aim/movement, so make this a thing. And ideally, make some actually good camera system for replays. See what Shootmania did with their cam system or WolfcamQL ( https://youtu.be/oII7r2TeFKg?t=310 ). Look at all their trailers and how good the cam work is in Shootmania, or the many Quake 3 movies. UE should make this relatively easy, everything you need is already there (cinematic cameras with DoF/aperture/oversample rendering/splines, etc).
#11 Alternate fire modes for weapons. This is probably quite a big structural change and I doubt it would be implemented, but instead of having a pointless zoom feature, make it so that the altfire/right click key can just do something different. EG a shotgun can have a long-range mode on alternate fire. Or a rifle having a nade launcher. Or sniper thing having some weak smg. Basically having the alternate fire cover what you're lacking. Shouldn't be too strong, so you're still primarily stuck with whatever weapon you have (eg. long range with a long range weap), but just to make it so you're not absolutely useless in a different scenario.
#12 MAKE WEAPON SWITCHING NOT DELAYED. The time before you can shoot having a delay is fine, but make it so you can quickswitch and it goes to whichever you selected last. Currently, if you just press 2,1 (to go secondary->primary) you'll get stuck on secondary. Don't lag the input it feels awful. You should be able to reload cancel by swapping fast but if you have to wait until the other weapon is fully pulled out before pressing the key to switch back it's unbearable.
Great game so far. Best new game I've played in a long while. Some small tweaks could make it massively better. I think points 1 to 3 are the most urgent yet simplest to implement.
How was ranked play in mw2019?
With the mw4 announcement I'm trying to remember how ranked was in 2019, not sure if I played ranked on that if it even existed? I remember it from mw3/bo6/bo7.
I'm curious what we expect from it for mw4. As far as I understand it's a different studio so the hidden MMR change likely won't be there I'm guessing? Or perhaps they'll see how this season goes and either match it or revert it.
Sadly I guess overload won't be included, I actually like that and prefer it to control, but I think I'm the only one. What I would love would be to have a map or mode filter in ranked, I'm not entirely sure why they wouldn't do that? Id gladly never search for snd. Have they ever had filters like that in any previous titles for ranked play? Forcing people to play the maps or modes they hate seems pointless really, if someone wanted to grind their rank only on one map or mode, why not let them? Everyone would have a better time. It's annoying the opposite way too where you get a team all crying that it's hardpoint or disliking the map.
Also curious if we would expect the randomized/modular map in ranked, that'd be interesting.
Does anyone think this tracks: light sleeper -> UARS, deep sleeper -> sleep apnea.
(Just my hypothesis, nothing factual here);
- A light sleeper, who experiences some kind of airway disruption, will be likely to wake/arouse (because they are a light sleeper), so any events like this would cause subtle waking, airway opening, sleep disrupted, but not necessarily a detectable RERA and not contributing to AHI, which would go missed on a sleep study only looking at AHI or missed entirely (by CPAP or some sleep tests).
- A deep sleeper, when experiencing some kind of airway disruption, may sleep through the resistance where it could progress through to a noticeable event, then diagnosed as sleep apnea based on AHI alone.
So perhaps light sleeper variant -> UARS. Deep sleeper variant -> sleep apnea. But functionally both the same thing where the actual airway problem could be physically identical, but just applied to two different people with different levels of wakeability (? I imagine there's a term for this).
EG. I'm wondering if perhaps light sleep is the causal reason it's UARS as opposed to sleep apnea.
And my reason for wondering down this line of thinking: if you could correct the 'issue' of being a light sleeper, you would then enter the sleep apnea territory, which sounds like a bad thing but may actually be beneficial in terms of treatability for it with regular CPAP. <- crux of my question.
Partially posting this to help myself remember and internalise things, but also to help others get some key mindset takeaways without all the confusion/fluff. Primarily lifting related.
- goal first. If your goal is to lose 15kg to look good, you're saying "I want to measure how good I look, to look good". Makes no sense. If your goal is to win weighing scale manipulator of the year award, great. But if you're aiming to look good, losing weight and especially the measurement of that is is not your goal. Do the things that will make you look better, then measure it by what you care about (how you look). You will look better losing 0.5kg a week whilst building muscle, than losing 1kg and losing (or at best maintaining) muscle in the same time period.
- the first 90% of a set is to get you into position to do the last 10%. If you give up or half heartedly cheat the last few or choose a rep range you can comfortably do, then you're doing the 90% build up and leaving it at that. Edging yourself. Likely some benefit for beginners but leaving most of it on the table and wasting your effort. The signal for growth happens when you can't do what you're trying to do. Your body thinks if it ain't broke why fix it. If you're comfortably moving still at normal speed on the last rep, what is there to improve beyond that?
- don't roll your eyes at 'form'. I used to think it was some elitism or safety warning. As a beginner the last thing on my mind is doing perfect reps with purity to be admired by professionals, and when you've barely lifted anyway you're not thinking about injury risk. The real reason to care about form is it gets you to failure FASTER. You break form because it's getting hard, so now your bicep curl is also a 5% hip thrust to make it easier. So now you are doing 12 reps, but you could have done it on hardmode (correct form) and only had to do 10 to complete that last 10% and max out. If you're training a bicep to get it to fail, why give it a helping hand to keep it on life support, it'd be like using two hands to lift it. Imagine the insanity of supporting a single arm bicep curl with your other hand so you reach 12?
- your diet decides what you want to eat. I don't know the biology here but let's run with it. Your stomach has as many neurons as a cats brain, it's doing a lot of thinking down there. It's not you wanting to eat badly, it's your cat telling you it needs feeding, and it liked being fed last time so it's asking for more of that. Within about 2 weeks of switching to protein based meals (as the core feature) I ended up with zero cravings for anything I used to eat. Hardly any carbs just by choice now, although I'm not particularly trying to cut out carbs. Also I'm significantly less hungry. I feel like I've eaten LOADS (many smaller meals feeling like I'm constantly eating) compared to when I've tried just a deficit. Then if I bother to calculate it, I find I'm still under my deficit goal. Intentionally having to eat extra whilst in a deficit feels weird/good.
- forget meeting some magical figure of 1gram protein per lbs body weight. Complex, sometimes difficult, annoying to track (and largely controversial with loads of studies showing it not to really matter). Figure it out based on protein per 100cals. You can still use the estimate, eg aiming for 180g a day, but calculate that as a percent of calories. So I know that my (ideal!) goal is 10g per 100 cal AVERAGE. The main player in a meal should be above that, other things can be below, but keep in mind the average. So aim for higher protein even on the smaller things/snacks, with a good (above your average target) meat boost through the day. Now it's easy to read labels and decide if it's helping, harming, or maintaining the average.
- eating over your deficit is fine and probably good in many cases. If you're a beginner you're in a prime position to build muscle. So as long as you're lifting, eating up to maintenance accidentally is totally fine (recomp, which works good as a beginner), and even some surplus sometimes will be good (muscles can grow on overcharge). If you're meeting your average prot/100cal and lifting hard, don't worry too much about perfect tracking, it'd be hard to go wrong. Call it a bulk day not a cheat day (not literally how it works, but yeah). If you actually cheat, the bad cat wakes up again.
- rep range doesn't matter too much. I used to fret over it and worry too much about counting reps (whilst you should, as long as you're reaching failure it doesn't really matter) and planning the perfect strategy spreadsheet with a billion exercises and reps and weights and sets etc. More reps makes your muscles grow. Low reps make your muscles grow. Barely any difference under 30 (from everything I've read, not personal exp). Higher rep range makes you better at doing higher rep ranges, lower better for lower. Someone only doing low reps will be beaten by someone doing higher at high rep target (with lower weight) and vice versa. My takeaway from that is maybe it's best to do a bit of both. I usually aim for 5-20 range on everything though.
- to follow on from that, start with ONE THING that you're paying attention to. Again, avoiding spreadsheet hell, decide your primary focus and remember your weight/reps to failure count, then try to beat it. When you beat it by 20% increase weight (or just do more reps if you don't have that option). Progressive overload isn't only more weight it can also be more reps, easier to think of it in terms of getting to failure. In my case, maybe I got lucky on my choice, but I decided that high/wide shoulders distinct from neck/bicep was the best indicator of someone in shape. To maximise that, it's basically just one move, a lateral raise (some leaning variants and cables etc but virtually all the same), nice and simple to keep track of. The other lucky part was the shoulder muscles recover quick, so I could do it most workouts, keeping the habit, continually seeing the progress, etc. From there I started expanding it out and remembering my weight/reps on the next thing, eg front raises, biceps, and so on.
- muscles benefit from exercises when they're in their stretched position. This isn't personal experience, I've not done anywhere near enough to notice this, just what I've heard repeatedly. So even though it might feel like you're doing the same basic move but now lying down, you've drastically changed things. First, you may be in a position where the start of the motion has your muscle at its full stretched extent (think arms lifted above your head, stretching triceps, vs the same move in front of you). Second, you have shifted the direction of gravity, so you're fighting against an entirely new direction of force. Similarly, cable moves (as opposed to dumbbells, etc) can effectively shift gravity or the direction of the pull.
- biggest one for me, don't worry (too much!) about hitting every muscle equally. Again, I always tried to make some perfect masterplan which was difficult to maintain, like I was thinking I'd end up as some disproportionate freak if I didn't keep it all perfectly even. Most things you do will hit other muscles, so they're still getting something, and as a beginner, something is still decent. And you will notice something lacking LONG BEFORE you end up in freak state. It's not like you do a bit too much one day and wake up with Popeye forearms and tiny biceps. But more muscles doing more stuff triggers more muscle growth overall. Think of it like the training will put those muscles to the back of the queue from being eaten up if you need the energy. If every muscle is at the back of the queue, fat is easy pickings.
- I've mentioned biceps a lot for simplicity but also because it's something a lot of people focus on especially beginners (myself included). Triceps are 2/3rds and biceps are 1/3rd. So think of biceps as the icing on the cake, but doing triceps is actually making the cake, so don't neglect them too much.
- last but not least, and maybe the most motivating for me personally, don't think of it like you're following someone else's plan and doing what they do. Think of it like you're making what you want to make. Decide what you'd like best, how you would want to look, your unique take on it, and plan around that. Don't just do something because it worked for someone else and that's what they do and you want to look like them. If you're just aiming to copy you've got a maximum cap. I prefer to think of it as 'how could I improve it' (subjectively for my preference). It might just be me, but doing your own idea feels a lot better than doing someone elses. Even if your own idea is someone else's by happenstance.
Tl;Dr don't worry over perfect specifics, it still works, and it all seems a lot easier.
Let me know if anything I've said is bad advice or controversial or just wrong. This is all just my own thoughts (notes I've made on my own viewpoints but explained out). I've now reached failure on my typing set. Hope at least one of these points makes something click for someone.
If the #t link doesn't work, it's 55:40+. The "money where your mouth is" sample comes from "flowdan - level" if that helps.